Legendary Resistance (4/Day). If Allegory fails a saving throw, he can choose to succeed instead.
Special Equipment. Allegory wears a glamour weave robe of the archmagi (accounted for in his statistics) and wields The Staff of the Tower. In the hands of anyone other than Allegory, The Staff of the Tower is a Staff of the Magi.
Wizard Eyes. Allegory can sense the presence of magic within 30 feet centered on himself. If he senses magic in this way, he can use a bonus action to see a faint aura around any visible creature or object in the area that bears magic and learns its school of magic, if any. This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Minor Conjuration Allegory can use an action to conjure up an inanimate object in his hand or on the ground in an unoccupied space that he can see within 10 feet of himself. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object. The object disappears after 1 hour, when you use this feature again, or if it deals any damage.
Unusual Nature. Allegory doesn't age and cannot be affected by magic that would alter his age.
Multiattack. Allegory uses Magic Bolt Barrage (if available), Of Course Portals, or Spellcasting. He then makes two attacks with The Staff of the Tower.
The Staff of the Tower. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it is afflicted by Displacement magic, taking 9 (2d8) force damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 26 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target's speed is halved.
Magic Bolt Barrage (Recharge 5–6). Allegory conjures a dazzling torrent of flying, arcane bolts that fill a 120-foot cone that pass through all creatures in that area before dissipating. Each creature in that area must make a DC 26 Constitution saving throw. On a failed save, the creature takes 30 (8d6) force damage and is blinded of Allegory for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Of Course Portals. Allegory flings one creature he can see within 120 feet of himself through an array of portals in an instant, returning it to the space it left when finished. The target must make a DC 26 Constitution saving throw, taking 96 (8d8 + 60) force damage on a failed save, or half as much damage on a successful one. If this ability would drop a creature's hitpoint to 0 their body does not return at the end of the attack.
Spellcasting. Allegory casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26):
At will:vortex warp, dispel magic, feather fall, thunder step, mage hand, prestidigitation, arcane hand, shield
2/day each: dimension door, steel wind strike, scrying
1/day each: Demiplane, Guards and Wards, gate
Warding Teleport. Allegory teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) force damage. If at least one creature takes this damage, Allegory gains 30 temp hit points.
Allegory can take up to three reactions per round but only one per turn.
Reflect Counterspell. Allegory utters a word of displacement to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Allegory makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) Force damage if the spell fails.
Arcane Rebuke. In response to being hit by an attack, Allegory snaps his fingers, dealing 10 (3d6) force damage to the attacker, and Allegory teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Lair and Lair Actions
The Tower of Haven
Allegory is the Archmage of a Tower unlike any other. It sits in the heart of a civilization founded by extraordinary heroes from across the multiplanes, the appearance of which molds to the expectations of all who look upon it. The wonders and knowledge held inside are his duty to protect from those who would destroy such things.
The Tower is a labyrinth in interdimensional space filled with all manner of marvels, arcane constructs, wards, and barriers.
Allegory encountered on the Tower grounds has a Challenge Rating of 26
Lair Actions
On initiative count 20 (losing initiative ties), Allegory can take a lair action to cause one of the following magical effects; Allegory can’t use the same effect two rounds in a row:
- Allegory targets one creature he can see within 30 feet of himself. A glowing sigil of arcane energy marks the target. Whenever Allegory takes damage, the target must make a DC 18 Constitution saving throw. On a failed to save, Allegory takes half the damage (rounded down), and the target takes the remaining damage. This Sigil lasts until initiative count 20 on the next round or until Allegory or the target is no longer on The Tower Grounds.
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Allegory creates an invisible wall of force at a point he sees within a range of 60 feet. The wall appears in any orientation he desires, as a horizontal or vertical barrier or at an angle. It can be free-floating or resting on a solid surface. He can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or he can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts until initiative count 20 on the next round. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (Allegory's choice of which side). Nothing can physically pass through the wall. It is immune to all damage but can be dispelled by dispel magic. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
- Allegory points to a creature within 60 feet and utters a pun, the target must make a DC 18 Wisdom saving throw to avoid the effect or be transformed into a frog as if transformed by Polymorph. This transformation lasts until initiative count 20 on the next round.
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